Game · Brand · Digital experience

Masters of Mayhem

Designing the digital experience around a colourful multiplayer game built on betrayal, monsters, teamwork and a lot of chaos.

Free to play · 4 to 15 players · Open beta · Steam launch 2026

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Masters of Mayhem game world, characters and launch experience
Role

Lead Designer

Team

Super Studios, game, product and engineering team

Scope

Website, UX, UI, visual direction, design system, launch design and marketing creative

Platform

Web · PC game

Masters of Mayhem game world, characters and launch experience

The problem

A chaotic game still needs a clear first impression.

Masters of Mayhem, developed and published by Super Studios, mixes several ideas at once. Social deduction, co-op tasks, hidden impostors, monsters, roguelite abilities and a cast of highly stylised characters all compete for attention.

The design challenge was turning that energy into an experience somebody could understand quickly. A new player needed to get the tone of the game, understand what made it different and know how to get involved without reading a game-design document first. The core experience supports 4 to 15 players, so the first impression also had to work for a group preparing to play together.

At the same time, the visual experience had to feel like part of the game itself. Playful, colourful and slightly unhinged, but still organised enough to support launches, betas, characters, updates and community growth.

The digital experience had to explain the game quickly while keeping the personality, characters and sense of mayhem front and centre.

What I did

Three decisions shaped the experience.

01

Sold the feeling before the feature list

Masters of Mayhem makes more sense when you see its personality than when you read a long list of mechanics.

I built the visual experience around the characters, colour, humour and sense of controlled chaos first, then used the product information to explain how the game actually works.

The goal was to make somebody want to enter the world before asking them to learn every rule.

02

Made a complicated game easy to scan

The game combines innocent and impostor roles, tasks, monsters, voting, perks, maps and multiplayer social strategy.

Trying to explain everything at once would have made the experience harder to understand.

I broke the information into clear, visual pieces so players could understand the basic loop quickly, then explore characters, abilities and deeper mechanics when they wanted more.

03

Built for a game that keeps changing

A live multiplayer game needs space for more than a launch page. Betas, new characters, maps, community events, news and future content all need somewhere to live.

The design system was built around reusable patterns that could support those updates without rebuilding the experience every time the game changed.

That gave the team a consistent visual language across the website, launch material and ongoing campaign work.

The finished system gave Masters of Mayhem a consistent digital home for the game, its characters, beta launches, community updates and everything still to come.

Next project

Super Studios

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